Servitization through VR serious games: from manufacturing to consumer electronics

Vassilis Charissis*, Mohammed Soheeb Khan, David K. Harrison

*Corresponding author for this work

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  • 2022

    Can gamification improve user experience (UX) of servitization in the financial and construction sector?

    Khan, M. S., Charissis, V. & Harrison, D. K., 25 Nov 2022, HCI International 2022 – Late Breaking Papers. Interaction in New Media, Learning and Games - 24th International Conference on Human-Computer Interaction, HCII 2022, Proceedings. Meiselwitz, G., Moallem, A., Zaphiris, P., Ioannou, A., Ioannou, A., Sottilare, R. A., Schwarz, J. & Fang, X. (eds.). Springer Nature, Vol. 13157. p. 592-603 12 p. (Lecture Notes in Computer Science).

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  • Utilising gamification and virtual environments to present Digitally Enhanced Advanced Services (DEAS) for the financial sector

    Khan, S., Charissis, V. & Harrison, D. K., 14 Oct 2022, (E-pub ahead of print) Proceedings of the Future Technologies Conference, FTC 2022, Volume 3. Arai, K. (ed.). Springer Nature, Vol. 3. p. 802–814 13 p. (Lecture Notes in Networks and Systems).

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  • 2021

    Development and preliminary evaluation of a serious game to communicate a digitally enhanced advance service (DEAS) offer

    Khan, M. S., Charissis, V. & Harrison, D., 31 May 2021, Servitization: A Pathway towards a Resilient, Productive and Sustainable Future: Proceedings of The Spring Servitization Conference 2021. Birmingham, p. 287-289 3 p.

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  • 2020

    Collision avoidance head-up display: design considerations for emergency services' vehicles

    Bram-Larbi, K., Charissis, V., Harrison, D., Khan, M. S., Lagoo, R. & Drikakis, D., 25 Aug 2020, 2020 IEEE International Conference on Consumer Electronics (ICCE). IEEE, p. 1-7 7 p.

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    11 Citations (Scopus)
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